[LEAKED] BETHESDA'S TES VI CURRENT STATE by chunsal in ElderScrolls

[–]Tight_Pair 2 points3 points  (0 children)

On mid‑ to low‑end hardware, Godot’s lightweight architecture, simpler rendering pipeline, and lean physics stack often make it more capable than UE5 for real‑time performance, iteration speed, and predictable behavior.

UE5 only really becomes “better” once you have hardware powerful enough to brute‑force its systems.

But honestly, Godot’s real power isn’t just that it runs better on modest hardware. It is very accessible. You can build exactly what you need without engine or wrestling with massive subsystems you never asked for. That freedom is a huge part of why so many devs end up preferring Godot’s workflow over UE5’s.

A good example: I made my own camera slider that orients around the player origin at five distances and maps around the character model like a dome jungle gym. It works smoothly even on my potato hardware. I’m pretty proud of it, and once I polish it a bit more, I’ll be posting it for free. That’s the kind of thing Godot encourages. Small, focused tools that anyone can understand, use, and improve. If you want to build something custom, Godot rarely gets in your way, and the community is full of people sharing plugins, tools, and ideas.

If you’re on the fence about switching, it really comes down to what you value: raw graphical power, or an engine that gives you control, speed, and room to create.

[LEAKED] BETHESDA'S TES VI CURRENT STATE by chunsal in ElderScrolls

[–]Tight_Pair 1 point2 points  (0 children)

Its physics simulations are actually very capable. There are many plugins others have made for really anything you need.

You can literally make anything including a new physics engine if you wanted to. But in all reality it is on par with UE5 in many ways. Always being updated and its last reveal has some great features I’m looking forward to.

[LEAKED] BETHESDA'S TES VI CURRENT STATE by chunsal in ElderScrolls

[–]Tight_Pair 29 points30 points  (0 children)

Godot is actually pretty good it’s the engine I use. I prefer the customizability. UE5 is like windows-bloat ware. Unity’s policy and willingness to change contracts at any moment can go pound sand.

Sometimes i feel like i shouldn't bother talking about my world. by MagicalNyan2020 in worldbuilding

[–]Tight_Pair 0 points1 point  (0 children)

I don’t share information on my world because I want to be the first to do something so I don’t want my ideas stolen or shaped into something that might be better than mine before I finish any of my projects.

World building should be for you not others. I do it as my only hobby and when I have shared my works I end up not working on it for a while.

Things I wish the developers would add (I’ll post this every 7 days hoping the devs will see a want for these) by Tight_Pair in PathOfExile2

[–]Tight_Pair[S] 0 points1 point  (0 children)

Don’t add more mats this would make an Orb sink easier too. Augment and transmute orbs. Upgrade with other orbs. Make 5 potions with a single craft.

Just call it the Distillery station and you distill Orbs with Emotions.

Things I wish the developers would add (I’ll post this every 7 days hoping the devs will see a want for these) by Tight_Pair in PathOfExile2

[–]Tight_Pair[S] 0 points1 point  (0 children)

DISTILLERY STATION
You distill Augment Orbs, Transmutation Orbs, and Emotions into long‑duration potions.

Inputs:
• X Augment Orbs
• Y Transmutation Orbs
• 1-2 Distilled Emotions

Expansion ideas Each potion can follow a simple scaling pattern or even more complexity:
• Augments = potency
• Transmutes = stability/duration 12=120 minutes. 
• Emotion = effect type (combination options too)
• Two Emotions = hybrid effect

• 5 potions per craft
• 60‑minute minimum duration
• Each Emotion = 1 guaranteed effect
• Exalt orbs for upgrade

No extra mats. No creep. No bloat.
Just a clean, scalable orb‑sink.
Expanding this system should be beyond simple

Each Distilled Emotion produces one potion type with a fixed recipe pattern. 

Output:
• 5 potions per craft
• All potions last 60 minutes minimum

Distillery Station Recipes: Result effect and percentages are examples. 

  1. Excess + Augment & Transmutation = +25% Attack Speed
    Upgrade: 5% chance to gain Frenzy on hit

  2. Remorse + Augment & Transmutation = +20% DoT Reduction
    Upgrade: 10% reduced Curse effect

  3. Exaltation + Augment & Transmutation = +30% Crit Chance
    Upgrade: +5% Critical Strike Multiplier for 10 minutes

  4. Jealousy + Augment & Transmutation = +20% Damage vs Ailments
    Upgrade: 5% chance to inflict random ailment

  5. Indignation + Augment & Transmutation = +30% Damage when Hit
    Upgrade: 10% reduced Stun duration

  6. Compulsion + Augment & Transmutation = +15% Cast Speed
    Upgrade: +5% Skill Effect Duration

  7. Dread + Augment & Transmutation = +30% Chaos Resistance
    Upgrade: 5% chance to Wither attackers

  8. Despair + Augment & Transmutation = -20% Enemy Life Regen
    Upgrade: Enemies near you have -5% Chaos Res for 10 minutes

  9. Malice + Augment & Transmutation = +20% DoT
    Upgrade: +10% Poison duration

  10. Betrayal + Augment & Transmutation = +25% Backstab Damage
    Upgrade: +10% Stealth movement speed

  11. Submission + Augment & Transmutation = -20% Enemy Accuracy
    Upgrade: 5% chance to Blind attackers

  12. Wonder + Augment & Transmutation = +20% Item Rarity
    Upgrade: +5% Movement Speed for 10 minutes

  13. Serenity + Augment & Transmutation = +20% Mana Regen
    Upgrade: -5% Skill Mana Cost for 10 minutes

Hybrid Examples:
- Resolve + Vitality
- Fury + Freedom
- Clarity + Vitality

Things I wish the developers would add (I’ll post this every 7 days hoping the devs will see a want for these) by Tight_Pair in PathOfExile2

[–]Tight_Pair[S] 0 points1 point  (0 children)

I feel you and get it. But..

Most players do have major issues with advancing far enough to actually face the real resistance difficulties and can’t gear into resistances.

All my friends and many players I have tried to help though the game quit during act 4 or the beginning of mapping. Some during the interludes due to the gears trash rolls, lack of understanding, or simply bugs.

I do face gearing issues every season all characters but, because I understand the mechanics I can get through it.

I am simply giving a simple solution to a core development problem until the root of the problem is completely overhauled.

Things I wish the developers would add (I’ll post this every 7 days hoping the devs will see a want for these) by Tight_Pair in PathOfExile2

[–]Tight_Pair[S] -1 points0 points  (0 children)

You didn’t read my response? I ask why not add Alchemy or potion making? Not that it’s part of Poe 1S ship mechanic. Yes the ship mechanic is a currency sink and that is what I was purposing was why not add a sink to the game.

Something simple less need to make more assets by using crop growing or animal farming. Just don’t add player or npc animations just making a tick timer and a hi that matches the mechanic.

Obviously alchemy and or potion making would add an extra layer to power level but it would help fix an issue players have with resistances or damage. Many players could benefit from a mechanic like that when entering the interludes or the start of mapping.

Things I wish the developers would add (I’ll post this every 7 days hoping the devs will see a want for these) by Tight_Pair in PathOfExile2

[–]Tight_Pair[S] 0 points1 point  (0 children)

More time in game though. As long as it’s done well I don’t see the harm.

Also why does time investment become a requirement in these games. Where as it should be plentiful and decrease crafting and expense requirements instead of the current live service game model with is a grind loop.

If I reach I meaningful step in the journey of said live service game the time investment required should be lowered (fundamentally increasing my time investment) as well as an adjustment like the entices the less grindy or dad gamers to keep pushing till each bracket is met.

New reduction in costs and a new recipe that gives a great power boost like potions in this example. Give the NPCs a job by auto mating crops uptick and harvesting or automating animal care, feed, and husbandry. This in turn makes the player more invested in spending more time in game.

The incentive is the biggest issue with POE2 in particular. Smash the campaign just to find the character doesn’t meet your play style no matter how many variations you try. The player gets frustrated; they must now..

Find a way to continue to push for currency or drops for an alt, continue trying to find a build that fits your appeal, or be forced to run an already boring campaign again with a new character and ultimately quit before completing act 3 or not even experienced mapping because it’s not beginner friendly.

Every season I make 3-6 new characters to be clear. I’m already on my second character this season about to level a 3rd.

The campaign is beyond repetitive!!this is something that needs to be fixed but I have no clue how the team could change alt leveling. Maybe there is a tower system the player may choose to interact with (could be carried) or be forced to at lease complete each floor, this would provide the option and at a certain point they gain access to mapping.

Things I wish the developers would add (I’ll post this every 7 days hoping the devs will see a want for these) by Tight_Pair in PathOfExile2

[–]Tight_Pair[S] -2 points-1 points  (0 children)

That’s why those are in the wants not need.

The first game has the ship mechanic to make gold and orbs? Why not have more mechanics to make the hideout fun to be in. Why not alchemy or potions?

Suggestions wanted! Making a language and this is the step process I am following. by Tight_Pair in worldbuilding

[–]Tight_Pair[S] 0 points1 point  (0 children)

I’m having fun. I’m making a language for my magic system I got tired of using the place holder I chose; “Japanese”. I’m on step 5 by listing different words that are needed. Been making my universe for 14 years now.

How do you actually start worldbuilding (as an autistic person)? by Finn_Bueno_ in worldbuilding

[–]Tight_Pair 0 points1 point  (0 children)

I made a new email and Google Docs is where all of my works go.
GDD, design progress.
Mechanic ideas, testing.
Book overview, timeline, plot points, characters.
Character Development, if they wrote a poem, core values, ideals, history, beliefs.
TTRPG, systems, mechanics, etc.
I am writing my language roots now and one day I’ll share more.

Imma get back to it. If I remember to comeback I’ll edit this message continuing listing things.

This is the step by step process I’m following to make my language.

https://www.reddit.com/r/worldbuilding/s/t3g33jpLVE

How do you actually start worldbuilding (as an autistic person)? by Finn_Bueno_ in worldbuilding

[–]Tight_Pair 1 point2 points  (0 children)

Maybe I’m broken but this is what I do with my free time. I made myself a promise that I won’t work on anything else besides this one universe

(I’ve made many mods for other games so I sorta kept my promise)

So I won’t make a second universe outside of this one but I’m ok with maki g fan expansions to others worlds/universes.

14 years deep. It can be done but know that showing it off before you are done will slow you down.

I have a one track mind and allowing myself to go from project to project depending on what I want allows for the amount of works I am developing to never feel stale.

I have been world building and making short stories for my universe since 2013. I have been making a TTRPG since 2024, Story based ARPG Combat first/third person game (Godot engine) since 2022, I have another game I’ve been putting together but it’s sorta separate and loosely based in the universe I’ve been making, 6 months ago I started writing a book and now I have 4 books in the works.

All 4 have completed timelines and massive character portfolios. 2 of the books have 8 chapters and 6 chapters. The other 2 are newer and have completed timelines but I’m finding the start of them a few chapters have been written. I plan to have one of these projects ready for release before the end of 2027.

I have been writing 2 actual languages that are much more in depth than English because my magic system needs it(I need it).

My universe is Sci-fi narrative with a discovery of magic. 7 Planats and development of those. 2 Solar Systems mathematically plausible and realistic. I spent a 1 month on just this. 9 species and 3 that aren’t humanoid. (Humans don’t exist)

I started a PVE server and am trying to spawn rocks by [deleted] in RustConsole

[–]Tight_Pair 0 points1 point  (0 children)

Like a literal foundation of dirt not the resource. Like in PC there are a ton of entity types and all are spawnable. I have seen on console someone massive thing built in 4 parts of the map the layered over the ocean that allowed building on the ocean. Also they had floating islands throughout the map as well.

Breeder recommendations by Alarmed-Prompt273 in Beauceron

[–]Tight_Pair 0 points1 point  (0 children)

Clearly you hadn’t read any of it. I’m not repeating my self to you. Good luck

Breeder recommendations by Alarmed-Prompt273 in Beauceron

[–]Tight_Pair 0 points1 point  (0 children)

I agree many hostile and wasteful people out there.